Re: [hlcoders] Re: People crying about changes to CS:S custom, network protocol (Michael A. Hobson)

2005-06-17 Thread Tom Edwards
There's been a report on the Steam forums of someone getting a prompt that looks exactly like the 'Ticket Expired' error and (you can guess what's going to happen, can't you?) after entering the password in the account had been hijacked by the next day.

[hlcoders] NPC activities

2005-07-02 Thread Tom Edwards
Since the VDC launched I've been making solid progress documenting Source's AI. My current project is the actbusy routine, and I need help. Actbusy is a way of telling NPCs to perform certain actions at specified locations. You enter the action name into a keyvalue box, but the actions aren't

Re: [hlcoders] NPC activities

2005-07-03 Thread Tom Edwards
( ACT_ZOMBIE_WALLPOUND ); On 7/2/05, Tom Edwards [EMAIL PROTECTED] wrote: Since the VDC launched I've been making solid progress documenting Source's AI. My current project is the actbusy routine, and I need help. Actbusy is a way of telling NPCs to perform certain actions at specified locations. You

Re: [hlcoders] NPC activities

2005-07-03 Thread Tom Edwards
*VCD Tom Edwards wrote: Cancel that, they aren't there. Here's some examples of the 'hidden' activities I'm looking for: d1_t01_BreakRoom_Sit01_Idle d1_t01_BreakRoom_Sit02 d1_t01_BreakRoom_WatchBreen d1_t01_Clutch_Chainlink_Idle d1_t01_BreakRoom_WatchClock_Sit LineIdle01 sitcouchknees1 I've

Re: [hlcoders] ideas on making an expanding orb

2005-07-04 Thread Tom Edwards
If I understand the concept of rigid bodies correctly, there isn't going to be any way of doing this at all without faking it (like with a sprite). Ian Warwick wrote: I need to code an orb that expands over time, but not quite sure how to approach it. I am after some ideas on how I could

Re: [hlcoders] NPC activities

2005-07-06 Thread Tom Edwards
Of Tom Edwards Sent: Tuesday, July 05, 2005 2:04 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] NPC activities I'm no modeller or coder, but that sounds pretty neat regardless. What's the collective term for these technologies (the material system sounds like it does the same sort

Re: [hlcoders] Many thanks to Valve and Alfred!

2005-07-07 Thread Tom Edwards
*Queue 'should have been there from the start' complaints* Mattie Casper wrote: I love the new update. Not least because of the new addition of the API InsertServerCommand(): Actually, there is one change (nothing that would break a plugin). We added this function: virtual void

Re: [hlcoders] Many thanks to Valve and Alfred!

2005-07-07 Thread Tom Edwards
Well, uh, if we were DJs it would be... Matt Parkins wrote: Cue, not Queue. :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards Sent: 07 July 2005 13:44 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Many thanks to Valve

Re: [hlcoders] Vehicle Prediction

2005-07-09 Thread Tom Edwards
TF2...TF2...hang on in there... ;-) SB Childe Roland wrote: Noone has done it?? On 6/30/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: I've recently tried to tackle adding prediction to vehicles and wound up finding it was a more difficult task than I realized. I've heard the issue

Re: [hlcoders] Vehicle Prediction

2005-07-11 Thread Tom Edwards
One of the reasons I like mailing lists is that you need at least some degree of sense to find and sign up to them. A theory that doesn't always hold true, unfortunately. It's the same old shit with a new spit shine. Sounds like someone I know, minus the shine. SB Childe Roland wrote: It's

Re: [hlcoders] Vehicle Prediction

2005-07-11 Thread Tom Edwards
Enjoy it while you can, I don't act like that very often. ;-) Ben Davison wrote: -- [ Picked text/plain from multipart/alternative ] Look! I'm playing the worlds smallest violin. On 7/11/05, Tom Edwards [EMAIL PROTECTED] wrote: One of the reasons I like mailing lists is that you need

Re: [hlcoders] AI Pathfinding problem

2005-08-01 Thread Tom Edwards
Bad form to use a bullet list but I can't think of a better way. * It's hard to tell how far apart they are without anything to give a sense of scale. * The fastest way to see if it's your code that is the problem is loading the map in HL2 and spawning something. * Use

Re: [hlcoders] Source SDK's API calls: An inquiry on Source's compatability SpeedTreeRT's middleware solution

2005-08-09 Thread Tom Edwards
I can't answer your question, but I would like to ask how you kept all this so quiet! A new commercial Source game and a professionally-made mod should be all over the headlines, yet this is the first time I've heard of Valhallon? Joshua Alejandro Jacobo wrote: We are currently looking to use

[hlcoders] Lighting dynamic brushes

2005-08-10 Thread Tom Edwards
I'm looking into producing a mod that involves widespread player creation of static brush entities. The biggest problem with that is lighting - instancing them /should/ be simple enough, but lighting them correctly looks to prove a major difficulty. I suppose my question is this: might it be

Re: [hlcoders] Weapons -- Model collision-based damage

2005-08-15 Thread Tom Edwards
That's how it works anyway, I think? Kamran wrote: I am not to the developing stage yet for my weapons, but conceptually, is it possible that I can use a melee weapon, such as the crowbar, and have it, instead of a 3 foot-ranged gun, have it hit when it detects a collision with an object? --

Re: [hlcoders] SDK Update for DOD:S Plugins

2005-09-30 Thread Tom Edwards
Hallelujah! :-D It would be very useful to set nosounds (or whatever) across all games from Steam - any chance of the update adding that? Alfred Reynolds wrote: cl_downloadfilter nosounds Will prevent your client from downloading sounds when connecting to a server. - Alfred -Original

Re: [hlcoders] collision boxes latency

2005-10-05 Thread Tom Edwards
That's not entirely fair, I had endless hit reg problem until I manually tweaked my config. The default cmdrate and updaterate values were both 20, but they needed to be around 50. Benjamin Davison wrote: -- [ Picked text/plain from multipart/alternative ] Just for reference this is what your

Re: [hlcoders] collision boxes latency

2005-10-06 Thread Tom Edwards
Sounds like traditional lag to me... Aditya Gaddam wrote: this has happened to me a lot of times in DoD. I get back behind cover but about half a second later, I die from magical bullets. It's probably NOT hacks. just messed up hitboxes or something. On 10/6/05, Dan Stevens (IAmAI) [EMAIL

Re: [hlcoders] collision boxes latency

2005-10-06 Thread Tom Edwards
the weapons' penetration capabilities. Tom Edwards wrote: Sounds like traditional lag to me... Aditya Gaddam wrote: this has happened to me a lot of times in DoD. I get back behind cover but about half a second later, I die from magical bullets. It's probably NOT hacks. just messed up hitboxes

Re: [hlcoders] collision boxes latency

2005-10-06 Thread Tom Edwards
They re-sync when you shoot http://media.putfile.com/SourceHITBOX82. It doesn't happen all the time for obvious reasons... Andrew Foss wrote: sv cheats 1, add a bot in CSS, sv_showhitboxes 2, and you'll see that the hitboxes move faster than the player, unless you're shooting at them, at least

Re: [hlcoders] Steam UI Update

2005-10-07 Thread Tom Edwards
Is it possible for mods to have custom icons, specific developer names and links in My Games? Erik Johnson wrote: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] The beta is available now for people to take a look at the update coming to Steam

Re: [hlcoders] Menu question

2005-10-10 Thread Tom Edwards
You want to alter some script files to stop it happening. Have a look at http://developer.valvesoftware.com/wiki/Creating_Menu_Background_Maps#Script_files_for_background_maps_and_chapters_in_your_own_MOD. Giedrius T. wrote: -- [ Picked text/plain from multipart/alternative ] Hi. I want my mod

Re: [hlcoders] Steam exception

2005-10-15 Thread Tom Edwards
Delete clientregistry.blob. Kamran wrote: I just started getting a Steam exception today: Steam.exe (main exception): Win32 StructuredException at 010BCF68 : Attempt to read from virtual address 0 without appropriate access rights. I get it when trying to start it up, I can't use Steam now...

Re: [hlcoders] SDK problem

2008-01-29 Thread Tom Edwards
-- [ Picked text/plain from multipart/alternative ] Another possibility is another program holding write access - the same effect as read-only, but not determined by the file. Check what programs you have running in the background and try closing likely culprits down one at a time. -

Re: [hlcoders] SDK keeps reverting itself

2008-02-01 Thread Tom Edwards
You need to add the beta parameter to EVERY shortcut you use to launch Steam or any Steam app. Avoiding this faff is what the beta selection form is for in Steam settings, and I have no idea why it isn't being used here. Ryan --- wrote: -- [ Picked text/plain from multipart/alternative ]

[hlcoders] Think() documentation

2008-02-22 Thread Tom Edwards
[ Converted text/html to text/plain ] I'm in the process of writing some programming documentation for VDC (it's a fantastic way to learn). Before I make any changes, I'd like to hear some feedback. :-) Some concerns of mine: I don't explicitly mention that you can call the functions from

Re: [hlcoders] Think() documentation

2008-02-22 Thread Tom Edwards
is loaded up again, it can repopulate that class with its correct values. (Hence why HL2MP_Player doesnt have one -- or does, but nothing in it) BEGIN_DATADESC( CHL2MP_Player ) END_DATADESC() Tom Edwards wrote: [ Converted text/html to text/plain ] I'm in the process of writing some

Re: [hlcoders] Think() documentation

2008-02-22 Thread Tom Edwards
in the PVS and the rate is slowed down – thus requiring the above modulation. Tom Edwards wrote: [ Converted text/html to text/plain ] I'm in the process of writing some programming documentation for VDC (it's a fantastic way to learn). Before I make any changes, I'd like to hear some feedback

Re: [hlcoders] Think() documentation

2008-02-23 Thread Tom Edwards
in this function. I think it's a very useful document, especially to someone just getting started with the Source Engine. Great job! - Josh On Fri, Feb 22, 2008 at 11:56 AM, Tom Edwards [EMAIL PROTECTED] wrote: [ Converted text/html to text/plain ] I'm in the process of writing some

[hlcoders] SDK beta doesn't need parameters any more

2008-02-23 Thread Tom Edwards
We can now have the SDK beta installed without having to fret about parameters. :-) Steam Settings Beta participation. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] Issue with Build

2008-02-23 Thread Tom Edwards
You need to fix the custom build steps. Right-click on the Client and Server items in the explorer and navigate to Config Properties Custom Build Step. Then add quote marks to the start and end of the Outputs field. This worked when I started my current project in VC2008 Express. Adam Buckland

Re: [hlcoders] Source SDK Base OrangeBox

2008-02-23 Thread Tom Edwards
It loads the right binaries, but no matter what I try none of the ep2 content. The content caches need to be shared! (I know I can mount whatever AppID I want with code, but it's just not the same. :-p) Matt Stafford wrote: -- [ Picked text/plain from multipart/alternative ] Works fine for me.

Re: [hlcoders] SMD Format?

2008-02-23 Thread Tom Edwards
http://developer.valvesoftware.com/wiki/Smd_file_format Tobias Kammersgaard wrote: -- [ Picked text/plain from multipart/alternative ] Hey! I'm currently working on a program, that decompiles models. But I'm having trouble with the SMD format, which I want it to be decompiled too. Anyone got

Re: [hlcoders] SMD Format?

2008-02-23 Thread Tom Edwards
You should have searched for, you know, smd. ;-) Tobias Kammersgaard wrote: -- [ Picked text/plain from multipart/alternative ] Ah! Did a search for SMD on the Wiki, but it gave nothing! Thanks mate :)! /ScarT On 23/02/2008, Tom Edwards [EMAIL PROTECTED] wrote: http

Re: [hlcoders] Think() documentation

2008-02-25 Thread Tom Edwards
] On Behalf Of Tom Edwards Sent: Saturday, February 23, 2008 1:50 AM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Think() documentation Thanks Josh. I've added the updated article to VDC: http://developer.valvesoftware.com/wiki/Think()http://developer.valvesoftwa re.com/wiki/Think

Re: [hlcoders] New IRC Channel!

2008-02-25 Thread Tom Edwards
Surely this should be a Steam Community group? :-p Adam Maras (memzero) wrote: Hello coders! I've taken the time to register a brand new IRC channel on the GameSurge IRC network: #hlcoders . From casual coding chat to deep developer discussion, #hlcoders is the right place for you. Visit us:

[hlcoders] CBaseAnimating overriding IF conditions?

2008-02-25 Thread Tom Edwards
I'm still working on VDC documentation. I've completed a new version of the model entity tutorial, but there's a curiosity I'd like to have explained to me. If the player stands in front of the my_model_entity as it moves, it will execute a chunk of IF code in MoveThink() regardless of whether

Re: [hlcoders] New IRC Channel!

2008-02-25 Thread Tom Edwards
of those ;-) // Adam Tom Edwards wrote: Surely this should be a Steam Community group? :-p Adam Maras (memzero) wrote: Hello coders! I've taken the time to register a brand new IRC channel on the GameSurge IRC network: #hlcoders . From casual coding chat to deep developer discussion, #hlcoders

Re: [hlcoders] CBaseAnimating overriding IF conditions?

2008-02-27 Thread Tom Edwards
Absolutely nothing. (Well, I added some of the diagnostic code I mentioned in the first message, but that doesn't have any effect on the behaviour.) Grash wrote: What did you change in the model entity tutorial? --- Tom Edwards [EMAIL PROTECTED] wrote: I'm still working on VDC

Re: [hlcoders] CBaseAnimating overriding IF conditions?

2008-02-27 Thread Tom Edwards
--- Tom Edwards [EMAIL PROTECTED] wrote: Absolutely nothing. (Well, I added some of the diagnostic code I mentioned in the first message, but that doesn't have any effect on the behaviour.) Grash wrote: What did you change in the model entity tutorial? --- Tom Edwards [EMAIL PROTECTED] wrote

Re: [hlcoders] how to create floating labels over entities?

2008-02-27 Thread Tom Edwards
That also solves a problem I've had brewing as well. Thanks! David Adams wrote: -- [ Picked text/plain from multipart/alternative ] thanks for that insight, i didnt think about the voice comm icon, but that is a perfect example of what i need! On Wed, Feb 27, 2008 at 3:00 PM, Tony omega Sergi

Re: [hlcoders] CBaseAnimating overriding IF conditions?

2008-02-29 Thread Tom Edwards
www.hl2ctf.com On 27/02/2008, Tom Edwards [EMAIL PROTECTED] wrote: Absolutely nothing. (Well, I added some of the diagnostic code I mentioned in the first message, but that doesn't have any effect on the behaviour.) Grash wrote: What did you change in the model entity tutorial? --- Tom

Re: [hlcoders] CBaseAnimating overriding IF conditions?

2008-02-29 Thread Tom Edwards
into problems. David (PulledPin) Shaw www.hl2ctf.com On 29/02/2008, Tom Edwards [EMAIL PROTECTED] wrote: Thanks, but I'm not running in debug. (Forgot to send this!) David Shaw wrote: -- [ Picked text/plain from multipart/alternative ] This is a long shot, but if you are running release code

[hlcoders] Who needs what SDKs?

2008-03-07 Thread Tom Edwards
I'm confused about what additional SDKs ( http://developer.valvesoftware.com/wiki/Compiler_Choices#Additional_SDKs )are required for different users. I'm using VCE2008 on Vista and didn't need to download anything! Who needs what? ___ To unsubscribe,

Re: [hlcoders] Which EmitSound method should I use?

2008-03-07 Thread Tom Edwards
The simplest overload I can find is this one: voidEmitSound( const char *soundname, float soundtime = 0.0f, float *duration = NULL ) It's used by the playgamesound convar. I've no idea what the difference between soundtime and duration is though. :-s Jed wrote: Hey all. I want to play

Re: [hlcoders] Who needs what SDKs?

2008-03-08 Thread Tom Edwards
the shaders. Adam --- Tom Edwards [EMAIL PROTECTED] wrote: I'm confused about what additional SDKs ( http://developer.valvesoftware.com/wiki/Compiler_Choices#Additional_SDKs )are required for different users. I'm using VCE2008 on Vista and didn't need to download anything! Who needs what

Re: [hlcoders] Which EmitSound method should I use?

2008-03-08 Thread Tom Edwards
On this subject, I was trying to fix ambient_generic's play everywhere flag a while ago. It seems that executing EmitSound on the client is the way to go, but I can't in my ignorance work out how I would go about doing that. I'd need to network it for a start, right? Tom Edwards wrote

Re: [hlcoders] Alpha values for generating detail sprites dont work correctly! -ep1

2008-03-13 Thread Tom Edwards
By map I presume you mean texture. Have you tried making the material a WorldVertexTransition and specifying a completely transparent $basetexture2? Adam Donovan wrote: -- [ Picked text/plain from multipart/alternative ] Hi All, I am have quite a bit of trouble getting detail sprites or

Re: [hlcoders] RE: Alpha values for generating detail sprites dont work correctly! -ep1

2008-03-13 Thread Tom Edwards
I think you are confused between alpha on a WorldVertexTransition material, and alpha on a texture. They are similar things, but happen in different places. Try following this guide with a WorldVertexTransition material:

Re: [hlcoders] RE: Alpha values for generating detail sprites dont work correctly! -ep1

2008-03-13 Thread Tom Edwards
Can you upload the VBSP and VMT somewhere? Adam Donovan wrote: -- [ Picked text/plain from multipart/alternative ] Hi Tom, Im not confused between alpha on a worldvertextransition texture and alpha on a material. Ive done this so many times for various maps and thats why I posting

Re: [hlcoders] Custom Button entity

2008-03-17 Thread Tom Edwards
There's an example of a toggle input at http://developer.valvesoftware.com/wiki/Authoring_a_Model_Entity . Marshall wrote: Yes that's kind of what I mean but heres what im trying to accomplish: Custom entity place in hammer, set the target name in the options ( that's it ) In this case say

Re: [hlcoders] Compiler

2008-03-20 Thread Tom Edwards
http://developer.valvesoftware.com/wiki/Compiler_Choices Patrick Shelley wrote: What compile program is needed for coding within the source enviroment please? Many Thanks, Pat ___ To unsubscribe, edit your list preferences, or view the list

Re: [hlcoders] SDK Update - No More Beta

2008-03-24 Thread Tom Edwards
Bug 260 (error 21: A different version of this FS is already in use) is the most irritating issue for me at the moment. http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=260 Mike Durand wrote: Please overcome your typical shyness and report any problems you have to me. J

Re: [hlcoders] Next step in making facial flexs?

2008-03-25 Thread Tom Edwards
Open the sample citizen model and scrub the animation slider. That's how you do it. :-) Jake Breen wrote: Okay so I was following http://developer.valvesoftware.com/wiki/Character_Facial_Animation_Shapekey_Set And thats the only thing I can find about facial flexes. So what do I do next?

[hlcoders] Receive array of PropEHandle?

2008-03-25 Thread Tom Edwards
I think I may have run into an incompatibility between RecvPropEHandle() and RECVINFO_ARRAY(). This code: RecvPropArray( RecvPropEHandle( RECVINFO_ARRAY(m_Inventory) ), m_Inventory ) Produces this error: error C2664: 'RecvPropEHandle' : cannot convert parameter 4 from 'unsigned int'

Re: [hlcoders] Full Update failing

2008-03-26 Thread Tom Edwards
I've sorted out the slots sticking around between servers (casts = trouble), but the lack of a full update on load/join is still an issue. Tom Edwards wrote: I worked out my EHandle array in the end, and it works great. There seems to be a problem with full updates though. I think

Re: [hlcoders] More Facial Flex woes...

2008-03-27 Thread Tom Edwards
You're including a bunch of _xsi.qci files...weren't you using Max? Jake Breen wrote: Okay, I have a horrible problem I just don't understand..I compiled the model with flexes, but they don't show at all. Well they show in the flex tab but don't show on the face. They flex model and the

Re: [hlcoders] More Facial Flex woes...

2008-03-27 Thread Tom Edwards
? Tom Edwards wrote: You're including a bunch of _xsi.qci files...weren't you using Max? Jake Breen wrote: Okay, I have a horrible problem I just don't understand..I compiled the model with flexes, but they don't show at all. Well they show in the flex tab but don't show

[hlcoders] Adding a new user command

2008-04-01 Thread Tom Edwards
I've worked out that user commands are transmitted with CUserCmd and processed on the server with CPlayerMove, but how to access CUserCmd on the client and pass it values is beyond me. Can anyone advise? ___ To unsubscribe, edit your list

Re: [hlcoders] Adding a new user command

2008-04-01 Thread Tom Edwards
copied over. i'm on my cell so no code infront of me to tell you the exact function lol On 4/1/08, Tom Edwards [EMAIL PROTECTED] wrote: I've worked out that user commands are transmitted with CUserCmd and processed on the server with CPlayerMove, but how to access CUserCmd on the client

Re: [hlcoders] Spawning instances of a brush made in a map? Possible?

2008-04-01 Thread Tom Edwards
I would be quite surprised if this were possible. Brush entities aren't designed to be created dynamically at all - what's probably happening when you try to create new instances is that the entity is being created without an attached brush, i.e. it is invisible. What's stopping you from using

Re: [hlcoders] Spawning instances of a brush made in a map? Possible?

2008-04-02 Thread Tom Edwards
I am quite surprised. :-p Is it truly dynamic, or is it limited to the number of hidden brushes you compile into the map? When you say Without Physics do you mean that everything will just walk through it? Either that, or the physics collision box will stay the original size. There must

Re: [hlcoders] Adding a new user command

2008-04-02 Thread Tom Edwards
, Apr 1, 2008 at 3:16 PM, Tom Edwards [EMAIL PROTECTED] wrote: I'm adding a command to use an inventory item. The button won't ever need to be held down. By actual command triggered from a bind, I take it you mean a server concommand? How do I filter that to only the command-ing player

Re: [hlcoders] Adding a new user command

2008-04-02 Thread Tom Edwards
on the server, int slot = atoi(args[1]); On Wed, Apr 2, 2008 at 5:52 AM, Tom Edwards [EMAIL PROTECTED] wrote: The problem with both of those options is that I can't send the inventory slot to work on with them, and for the same reason neither can I check on the client whether

Re: [hlcoders] Adding a new user command

2008-04-03 Thread Tom Edwards
Turns out they were being spam filtered by my ISP before even reaching my mail client. Should be fixed now. Tony omega Sergi wrote: maybe you hates me ;( -Tony On Wed, Apr 2, 2008 at 2:32 PM, Tom Edwards [EMAIL PROTECTED] wrote: Another phantom e-mail (Tony's) that I never received

Re: [hlcoders] Rotating a player

2008-04-04 Thread Tom Edwards
You could look at the point_teleport entity and see how that does it. Kenrick Rilee wrote: Ok, well i've been working trying to rotate a player. I've figured out rotating the player model (just modify C_SDKPlayer::GetRenderAngles()). However, this doesn't modify the angle the hitboxes are at

Re: [hlcoders] CS models--HL2

2008-04-04 Thread Tom Edwards
If all you want to do is display the models, you can use env_cycler to force an animation. If you want to have them controlled by AI, you could possible hack it with some scripted_sequences... Some Person wrote: Hi, I know this information is out there somewhere, but I'm trying to use

[hlcoders] Projected texture bug

2008-04-05 Thread Tom Edwards
Look closely at the kerb in this screenshot: http://steamreview.org/external/vdc/projectedtexture-bug.jpg Is there any solution to this? It looks like only the perpendicular brush face is being tested... ___ To unsubscribe, edit your list

Re: [hlcoders] Projected texture bug

2008-04-06 Thread Tom Edwards
a different light env colour - or place a control light in front of the curb, and see if it still causes the problem. Adam --- Tom Edwards [EMAIL PROTECTED] wrote: Look closely at the kerb in this screenshot: http://steamreview.org/external/vdc/projectedtexture-bug.jpg

Re: [hlcoders] Starting mod from steam server browser doesn't work

2008-04-06 Thread Tom Edwards
There should be one, in root. Maarten De Meyer wrote: Ok. The AppID in my gameinfo.txt is 215, the AppID in the server's gameinfo.txt is the same ( they're on the same SVN ). Are you referring to another AppID somewhere when you say 'the AppID of the game you're launching' ? [ btw, when

Re: [hlcoders] Starting mod from steam server browser doesn't work

2008-04-07 Thread Tom Edwards
I don't think this has anything to do with the mod (your gameinfo is fine btw). I've been able to reproduce the problem when connecting to a specific Eternal Silence server, at 62.212.73.20:27015, but if I try any other server, even for the same mod, there's no issue! An odd one, that's for

Re: [hlcoders] audio programming in Source

2008-04-08 Thread Tom Edwards
shared/SoundEmitterSystem.cpp looks like a good candidate. Any further below that and you get into code that isn't in the public SDK. Nicolaj Schweitz wrote: I need to get started on programming sound in source. I have looked a bit at the sdkDocs

Re: [hlcoders] Crashing an npc_helicopter

2008-04-13 Thread Tom Edwards
Even with a scripted sequence you'll probably need new AI code to achieve this. The closest you're likely to get with Valve's binaries is the effect from the end of Lost Coast, but I doubt that you want the copter exploding /before/ he hits anything. :p Cory de La Torre wrote: Hmmm oddly he

Re: [hlcoders] Crashing an npc_helicopter (resolved)

2008-04-13 Thread Tom Edwards
Well done. :-) Does it look okay? Some Person wrote: Hi Tom, The problem was, the helicopter really wasn't flying like we wanted it to. I didn't realize you could set the velocity up to 65535 (I thought it was based on 0-255... stupid lack of documentation!) And the npc_helicopter really

Re: [hlcoders] Face Poser WAV files (view)

2008-04-17 Thread Tom Edwards
Why would you want to resize them vertically anyway? So long as they play back at the right volume, it's irrelevant. Some Person wrote: Okay. Wav files are imported and what not. Everything (in that way) works fine What doesn't work that great is trying to see the wavform in Face Poser.

Re: [hlcoders] Proper mod versioning?

2008-04-18 Thread Tom Edwards
I've just been leafing through the OB header files for Steam, and it's started talking about modIDs (steamclientpublic.h ln508 onward). That sounds good to me! #if defined( CHECKSUM_CRC_H ) CGameID( uint32 nAppID, const char *pchModPath ) { m_ulGameID = 0;

Re: [hlcoders] logic_choreographed_scene killing off npcs

2008-04-19 Thread Tom Edwards
Isn't there a BecomeRagdoll input now? That might help. You could also try splitting the scene in two. Chad Lehman wrote: I'm having some difficulty killing off an NPC. He's supposed to die on a trigger (trigger 5 of 7)... If I don't kill him off, the rest of the logic_choreographed_scene

Re: [hlcoders] logic_choreographed_scene killing off npcs

2008-04-19 Thread Tom Edwards
There aren't any animations for death because it's all handled with ragdolls. I just tried BecomeRagdoll and it worked for me (you must be using the ep1 engine?), but it's no use as the entity is removed afterwards anyway! Here's the debug output for a scene I modified to kill one of its

Re: [hlcoders] Performance : OB engine vs ep1 engine

2008-04-24 Thread Tom Edwards
Somebody with very similar problems fixed them by uninstalling the nVidia Firewall only a few hours ago. Do you have it? Janek wrote: Hi, I just finished porting my mod from ep1 engine to OB engine. I wanted to post a quick feedback about performances I had under ep1 engine and OB engine.

Re: [hlcoders] [hlcoders/mappers] Color Correction Entity Code.

2008-04-27 Thread Tom Edwards
episode 1 shared.gcf\episodic\scripts\colorcorrection\ GCFScape can do wildcard searches you know. ;-) Cory de La Torre wrote: THis is a bit of a combination of mapping, and coding in a bit, while the exact color correction code exist for Ep2, it doesn't for EP1. I can't seem to find any

Re: [hlcoders] [hlcoders/mappers] Color Correction Entity Code.

2008-04-27 Thread Tom Edwards
Even ep1_background_02_1.raw, ep1_c17_06_1.raw, and ep1_citadel_03_1.raw? Cory de La Torre wrote: The RAW Files in those arent meant for normal City mapping environments. They seem to be effect only, like cc_gman.raw, and Intro_alyx.raw. On Sun, Apr 27, 2008 at 7:09 AM, Tom Edwards [EMAIL

Re: [hlcoders] Getting OB scratch SDK running with no errors / bugs?

2008-04-28 Thread Tom Edwards
Totally ignoring the question being asked for a moment, is there any difference between the code you get from the scratch option and the code only option? Michael Chang wrote: Hey all I'm having some issues getting the Orange Box scratch SDK up and running with my custom map and content.

Re: [hlcoders] [hlcoders/mappers] Color Correction Entity Code.

2008-04-28 Thread Tom Edwards
, 2008 at 1:37 PM, Tom Edwards [EMAIL PROTECTED] wrote: Even ep1_background_02_1.raw, ep1_c17_06_1.raw, and ep1_citadel_03_1.raw? Cory de La Torre wrote: The RAW Files in those arent meant for normal City mapping environments. They seem to be effect only, like cc_gman.raw

Re: [hlcoders] [hlcoders/mappers] Color Correction Entity Code.

2008-04-28 Thread Tom Edwards
these files. Theres alot of other things that be nice too, much like the Loading bars for the COnsole versions of the OB. On Mon, Apr 28, 2008 at 1:00 AM, Tom Edwards [EMAIL PROTECTED] wrote: Yeah, that's what the game uses. What are you trying to do here? Cory de La Torre wrote: Yeah

Re: [hlcoders] [hlcoders/mappers] Color Correction Entity Code.

2008-04-29 Thread Tom Edwards
You need to start colorcorrectionui from the console. Cory de La Torre wrote: Yeah I'm thinking that, but I'm not too sure on how to do that. :D On Mon, Apr 28, 2008 at 4:51 AM, Tom Edwards [EMAIL PROTECTED] wrote: The 360 handles colours slightly differently, as does your TV. If you

Re: [hlcoders] [hlcoders/mappers] Color Correction Entity Code.

2008-04-29 Thread Tom Edwards
Not as far as I'm aware. Cory de La Torre wrote: :O, is there anything else? On Tue, Apr 29, 2008 at 12:26 AM, Tom Edwards [EMAIL PROTECTED] wrote: You need to start colorcorrectionui from the console. Cory de La Torre wrote: Yeah I'm thinking that, but I'm not too sure on how

Re: [hlcoders] Scale down mouse input?

2008-05-03 Thread Tom Edwards
That isn't exactly secure though. :-p Steve Henderson wrote: I notice that there is a ConVar listed in in_mouse.cpp: I think Andrew probably has the best idea. Possible other route: cl_dll/in_mouse.cpp shows a Convar: ConVar sensitivity( sensitivity,3, FCVAR_ARCHIVE, Mouse sensitivity.,

Re: [hlcoders] Problem with Weapon Icon Replacement

2008-05-03 Thread Tom Edwards
You need to scroll to the very end of clientscheme.res and add your font to the list there. Ben Mears wrote: Hey guys, I'm trying to replace the weapon selection icon in my HL2 Singleplayer mod and I've hit a wall. The problem is that instead of showing my custom icon, it shows whichever

Re: [hlcoders] Additional Weapon

2008-05-03 Thread Tom Edwards
You need to write C++ code to create a new weapon. Look it up on VDC. (If all you want to do is change the appearance of an existing one you can edit its script file though). Michael Mylenski wrote: what are you referring to? On Sat, May 3, 2008 at 4:35 PM, Tobias Kammersgaard [EMAIL

Re: [hlcoders] GoldSrc mods crash steam when launched through the server browser

2008-05-06 Thread Tom Edwards
There's a client beta out to fix it. http://forums.steampowered.com/forums/showthread.php?t=679886 Adam amckern McKern wrote: All mods even half-life its self crash steam to the desktop when launched via the server browser. MDMP;

Re: [hlcoders] Truncated/Shortened A2S_INFO for TF2

2008-05-07 Thread Tom Edwards
Maybe this has to do with the addition of server tags. Chris Allan wrote: Hi all, Just been playing with A2S_INFO server query requests, following the documentation available on the Developer Community Wiki (http://developer.valvesoftware.com/wiki/Server_Queries ) and I've been having

Re: [hlcoders] Steam login ingame

2008-05-08 Thread Tom Edwards
And for a very good reason. Tony Paloma wrote: And, as far as I know, neither contains the steam username used to login. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of LDuke Sent: Thursday, May 08, 2008 10:32 AM To: Discussion of Half-Life

Re: [hlcoders] Crash during map load after screen resolution change.

2008-05-09 Thread Tom Edwards
I encountered this (or at least something with identical symptoms) in the OB engine a while ago and Valve were kind enough to fix it. I don't think they're going to do the same for Ep1. You need to move to the current source tree! A.Oliver wrote: I've being suffering this bug since long time

[hlcoders] My cubemaps are missing a certain something

2008-05-11 Thread Tom Edwards
The Citadel! http://steamreview.org/personal/jailbreak/nocitadel.jpg Can anyone explain this? It's the ep1 engine. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:

Re: [hlcoders] My cubemaps are missing a certain something

2008-05-11 Thread Tom Edwards
I've specifically bound the correct cubemap to that face. Besides, you can see one of the Citadel's reflected cables stopping dead where it should enter the structure. Garry Newman wrote: Looks like it's just using the wrong cubemap. garry On Sun, May 11, 2008 at 10:39 AM, Tom Edwards

Re: [hlcoders] My cubemaps are missing a certain something

2008-05-12 Thread Tom Edwards
. if ( r_drawothermodels.GetInt() || ForceRenderDuringCubemaps() ) Then you can just make a new prop child class and set it's version of that function to return true. -Tony On Sun, May 11, 2008 at 7:37 AM, Tom Edwards [EMAIL PROTECTED] wrote: I've specifically bound the correct cubemap

Re: [hlcoders] Orange Box SDK Code Update???

2008-05-17 Thread Tom Edwards
That /was/ a fix from Valve. Janek wrote: @Benjamin and Tom I saw this post as it was an answer to a question from me. But this fix is for sratch sdk (different in hl2mp) and also I prefer a fix frm Valva as there could have other less noticeable prediction issue. 2008/5/17 Mikie [EMAIL

[hlcoders] Emitting a non-spatialised sound on the server

2008-05-17 Thread Tom Edwards
The only function I have found that emits a sound without a source location (i.e. at full volume everywhere) is enginesound-EmitAmbientSound(), which is client-only. All other functions, even ones that describe themselves as ambient, play from a location in the world. I've been able to hack

Re: [hlcoders] Emitting a non-spatialised sound on the server

2008-05-17 Thread Tom Edwards
work for you CReliableBroadcastRecipientFilter everyBody; UserMessageBegin( everyBody, SendAudio ); WRITE_STRING( Sound.Name ); MessageEnd(); On Sat, May 17, 2008 at 3:14 PM, Tom Edwards [EMAIL PROTECTED] wrote: The only function I have found that emits a sound without a source

Re: [hlcoders] Orange Box SDK Code Update

2008-05-18 Thread Tom Edwards
It's supposed to be around $200,000 actually. And that's pretty damn cheap as engines go. :-p There's definitely no yearly fee. Tom Leighton wrote: The source engine probably licenses for like $100,000 a year or something stupid. Adam Donovan wrote: well..I would actually pay for this

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